Game History
Round: 1 Purchase Units - Japanese Japanese buy 1 infantry, 1 marine and 3 transports; Remaining resources: 1 PUs; 6 SuicideAttackTokens; Politics - Japanese Japanese takes Political Action: Political Action Japanese To War With Allies Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and British from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and UK_Pacific from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and ANZAC from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and Dutch from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Japanese and French from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Germans and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Italians and Americans from Neutrality to War Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and British from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and UK_Pacific from Concordant to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and French from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and ANZAC from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Chinese and Dutch from Neutrality to Friendly Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for British and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for UK_Pacific and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for ANZAC and Americans from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and French from Neutrality to Allied Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Dutch from Neutrality to Friendly Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Neutral_Allies from Neutrality to Friendly_Neutral Japanese succeeds on action: Political Action Japanese To War With Allies: Changing Relationship for Americans and Neutral_Axis from Neutrality to Unfriendly_Neutral Combat Move - Japanese Trigger Japanese Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Japanese 1 fighter and 1 tactical_bomber moved from 34 Sea Zone to 27 Sea Zone 1 destroyer, 2 fighters, 1 submarine and 2 tactical_bombers moved from 7 Sea Zone to 27 Sea Zone 1 marine moved from Caroline Islands to 34 Sea Zone 1 cruiser and 1 marine moved from 34 Sea Zone to 33 Sea Zone 1 marine moved from 33 Sea Zone to Gilbert Islands 1 infantry moved from Iwo Jima to 7 Sea Zone 1 infantry moved from Hokkaido to 7 Sea Zone 2 infantry and 1 transport moved from 7 Sea Zone to 32 Sea Zone 2 infantry moved from 32 Sea Zone to Wake Island 1 cruiser moved from 21 Sea Zone to 132 Sea Zone 1 fighter moved from Formosa to 132 Sea Zone 2 bombers moved from Japan to 132 Sea Zone 1 infantry moved from Siam to French Indo China Japanese take French Indo China from French 1 artillery, 1 fighter, 4 infantry and 1 tactical_bomber moved from Kwangsi to Yunnan 1 artillery and 2 infantry moved from Fukien to Kwangtung 1 fighter and 1 tactical_bomber moved from Kiangsu to Kwangtung 1 infantry moved from Fukien to 21 Sea Zone 1 infantry moved from Formosa to 21 Sea Zone 2 infantry and 1 transport moved from 21 Sea Zone to 36 Sea Zone 1 artillery and 1 infantry moved from Japan to 7 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 7 Sea Zone to 36 Sea Zone 1 artillery moved from Southern Manchuria to 20 Sea Zone 1 infantry moved from Okinawa to 20 Sea Zone 1 artillery, 1 infantry and 1 transport moved from 20 Sea Zone to 36 Sea Zone 1 infantry moved from Jehol to Chahar Japanese take Chahar from Chinese 1 artillery and 1 infantry moved from Jehol to Shansi 1 battleship and 1 destroyer moved from 7 Sea Zone to 36 Sea Zone 1 battleship, 1 destroyer and 1 submarine moved from 20 Sea Zone to 36 Sea Zone 2 artilleries and 4 infantry moved from 36 Sea Zone to Davao 1 mech_infantry moved from Southern Manchuria to Shansi 1 tactical_bomber moved from Southern Manchuria to Shansi 1 fighter moved from Korea to Shansi 1 fighter moved from Southern Manchuria to 36 Sea Zone 1 infantry moved from Shantung to Anhwe Japanese take Anhwe from Chinese 1 infantry moved from Kiangsu to Kiangsi Japanese take Kiangsi from Chinese Combat - Japanese Battle in Wake Island Battle in Gilbert Islands Battle in Shansi Japanese attack with 1 artillery, 1 fighter, 1 infantry, 1 mech_infantry and 1 tactical_bomber Chinese defend with 1 infantry Japanese win, taking Wake Island from Americans, taking Gilbert Islands from UK_Pacific, taking Shansi from Chinese with 1 artillery, 1 fighter, 1 infantry, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in 27 Sea Zone Japanese attack with 1 destroyer, 3 fighters, 1 submarine and 3 tactical_bombers Americans defend with 1 cruiser, 1 destroyer, 1 submarine and 1 transport Japanese win, taking 27 Sea Zone from Neutral with 1 destroyer, 3 fighters and 3 tactical_bombers remaining. Battle score for attacker is 25 Casualties for Japanese: 1 submarine Casualties for Americans: 1 cruiser, 1 destroyer, 1 submarine and 1 transport Battle in Kwangtung Japanese attack with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber British defend with 2 infantry; UK_Pacific defend with 1 harbour 1 fighter owned by the Japanese retreated UK_Pacific win with 1 infantry remaining. Battle score for attacker is -17 Casualties for Japanese: 1 artillery, 2 infantry and 1 tactical_bomber Casualties for British: 1 infantry Battle in Yunnan Japanese attack with 1 artillery, 1 fighter, 4 infantry and 1 tactical_bomber Chinese defend with 4 infantry Japanese win, taking Yunnan from Chinese with 1 artillery, 1 fighter, 2 infantry and 1 tactical_bomber remaining. Battle score for attacker is 6 Casualties for Japanese: 2 infantry Casualties for Chinese: 4 infantry Battle in 36 Sea Zone Japanese attack with 2 battleships, 2 destroyers, 1 fighter, 1 submarine and 3 transports Americans defend with 1 destroyer and 1 submarine Units damaged: 1 battleship owned by the Japanese Japanese win with 2 battleships, 2 destroyers, 1 fighter, 1 submarine and 3 transports remaining. Battle score for attacker is 14 Casualties for Americans: 1 destroyer and 1 submarine Battle in Davao Japanese attack with 2 artilleries and 4 infantry Americans defend with 1 airfield, 1 fighter, 1 harbour and 1 infantry Japanese win, taking Davao from Americans with 2 artilleries and 2 infantry remaining. Battle score for attacker is 7 Casualties for Japanese: 2 infantry Casualties for Americans: 1 fighter and 1 infantry Battle in 132 Sea Zone Japanese attack with 2 bombers, 1 cruiser and 1 fighter British defend with 1 battleship Japanese win with 2 bombers and 1 fighter remaining. Battle score for attacker is 7 Casualties for Japanese: 1 cruiser Casualties for British: 1 battleship Non Combat Move - Japanese 1 fighter and 1 tactical_bomber moved from Yunnan to Siam 1 fighter moved from 132 Sea Zone to Siam 2 bombers moved from 132 Sea Zone to Siam 1 artillery and 2 infantry moved from Kiangsu to Kiangsi 1 artillery and 1 infantry moved from Shantung to Anhwe 1 fighter moved from Shansi to Jehol 1 tactical_bomber moved from Shansi to Shantung 3 infantry moved from Southern Manchuria to Jehol 1 aaGun moved from Northern Manchuria to Southern Manchuria 1 infantry moved from Korea to Northern Manchuria 2 infantry moved from Korea to Southern Manchuria 1 fighter moved from Kwangtung to Formosa 1 armour and 1 infantry moved from Japan to Kyushu 1 artillery moved from Japan to Kyushu 1 infantry moved from Japan to Kyushu 2 carriers moved from 7 Sea Zone to 32 Sea Zone 1 carrier and 1 destroyer moved from 34 Sea Zone to 32 Sea Zone 3 fighters and 3 tactical_bombers moved from 27 Sea Zone to 32 Sea Zone 2 fighters and 2 tactical_bombers moved from Japan to Caroline Islands 1 fighter moved from 36 Sea Zone to Paulau Place Units - Japanese 1 infantry and 1 marine placed in Japan 3 transports placed in 7 Sea Zone Japanese undo move 2. 3 transports placed in 6 Sea Zone Turn Complete - Japanese Japanese collect 35 PUs; end with 36 PUs Objective Japanese 6 Home Islands: Japanese met a national objective for an additional 3 PUs; end with 39 PUs Objective Japanese 7 Vital Forward Bases: Japanese met a national objective for an additional 5 PUs; end with 44 PUsOOB Oysteilo +40 v Gamerman01 with tech - UHD map
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@oysteilo said in OOB Oysteilo +40 v Gamerman01 with tech - UHD map:
I am not sure what to say here. Regardless of how we do this it wont be right. I can’t believe that this happened! It is unreal that the green men in a green territory isnt counted!
I think I got it. Here is a summary.
Tank and artillery that survived Korea are removed. The tank that was removed was the one that activated Mongolia by combat move on Amur and Buryatia.
AA moved to Cha instead of Manchuria.
Tac that went to Manchuria goes to Kiangsi
Transport that took FIC with 2 infantry instead takes Korea with infantry, mech. Transport that noncommed to Kiangsi takes 2 infantry instead of infantry, mechJapan income reduced by 4, 2 from Russia, 2 from FIC. All ownership of territories reverted.
I see drawbacks and benefits for each of us, but I think it’s fair. While one might complain that I saved my transport at 36, it makes sense because I needed to take Korea and that would be the transport I would do it with.
Here is the file,
J4 edits because of Triple A glitch on Korea.tsvg
Thanks a lot, Triple A. First time I’ve ever seen anything like that. Almost makes me want to test the same scenario in the map we’ve used for many years, whatever that map is called.
A headache for both of us. -
And to lighten the mood, here is the convoy roll for US3 for Korea
[dice 14d6<=3]
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14d6<=3: 4, 4, 2, 1, 2, 2, 2, 1, 1, 6, 5, 2, 2, 4; Hits: 9
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15 damage, nothing gets back to California.
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@oysteilo said in OOB Oysteilo +40 v Gamerman01 with tech - UHD map:
As a consequence I offer you to possition transport(s) or possibly other boats in “liberal” positons if that is of any interest. Not much, I know.
I think we understand each other well enough. I definitely don’t want a couple units to make a problem between us or even take away from this crazy (UHD tech) game at all.
I appreciate the generosity, if I understand you correctly, and did change the one loaded transport which I think should be OK. Trying to keep changes to a minimum. Glad you also see that it is a quite complicated situation since we are trying to respect die rolls, including the horrible J4 dice, and trying to look at many different angles of the consequences of this heinous glitch by Triple A.
I think we’re intact and feeling good enough going forward.
I like that we’re trying to keep dice, like not going back to J3 and re-rolling and then replaying every turn.Just feel free to tell me if I’m not understanding you - like I said, despite my competitive instincts I prize mutually enjoyable play over winning at all costs and I know you do too
I think it’s awesome that you are diving in to all these details and trying to work it out with me
Have a great Monday!
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I am happy with your posted map. I hope you are too!
This looks like a good way to go forward. Thank you for figuring out the error, I missed it 100%
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Really glad to hear
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Just a final note. Even with arty and armor down you are still at +21 at the Korea battle. Expected outcome is +6, so it is still a good result for you.
I think this might make you feel better, too. And I can’t resist the analysis.
It was lucky for me to lose 1/6 on AA. The average (+6, like you said) includes all the possibilities of more than 1 plane getting hit by AA.
I ran a calc on an old and reliable calculator I have. I ran it with no AA and took one Jap plane off. The median result (after taking 1/6 AA fire) is that I end up with 1 or 2 ground units without taking off any more planes.
If you follow what I’m saying, the +6 expected outcome actually goes up after the actual 1/6 AA result, so would be closer to the +21.
Looking again, after you rolled a couple extra hits in the first round, the second and third round were poor rolls for the defender. Combined with a 1/6 AA that is actually good for the attacker even though it is the expected number of hits,
We came to a very fair conclusion, I think 🧐
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One of your posts from yesterday may have been lost.
I was replying to your statement (see previous post) and it didn’t appear to post. Then I noticed it seemed to have over-written a post of yours, so my post was assigned to you. So I re-posted and deleted the messed up post, which might have been something that you had said.
Just full disclosure - sorry, I don’t know what I misclicked
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Oh my, I am really belaboring this messed up battle, but just saw that the history shows 2 USA infantry in the casualties at the end of the battle summary. If you click through round by round, it never took 2 USA infantry off, but there they are at the end. Bizarre. And when I decided to attack, it was based on the less favorable calculation that did include the 2 US infantry because they didn’t disappear from the engine until the battle of Zone 6, and of course I made the decision and the calc before the conduct combat phase.
Apparently it got confused by the battle of Zone 6 and the 2 infantry on Korea, who knows why.
But there they are again at the end of the Korea battle?! Just, what???
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TripleA Manual Gamesave Post: Americans round 4
TripleA Manual Gamesave Post for game: UHD World War II Global
Game History
Round: 4 Research Technology - Americans Americans spend 10 on tech rolls Americans roll 2,6 and gets 1 hit Americans removing all Technology Tokens after successful research. Americans discover Heavy Bomber Activate Technology - Americans Americans activating Heavy Bomber Purchase Units - AmericansCombat Hit Differential Summary :
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yeah. I agree with everything you write above, its really weird. I had all sorted out, but now I have heavy bombers so I migh take a moment to praise the dice goods and see what else they can rin to my mind
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I’m still not used to cheap 12 IPC bombers and now America has heavies?!
Well, you certainly earned them, so many tech misses!
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TripleA Manual Gamesave Post: Americans round 4
TripleA Manual Gamesave Post for game: UHD World War II Global
Game History
Round: 4 Research Technology - Americans Americans spend 10 on tech rolls Americans roll 2,6 and gets 1 hit Americans removing all Technology Tokens after successful research. Americans discover Heavy Bomber Activate Technology - Americans Americans activating Heavy Bomber Purchase Units - Americans Americans buy 2 destroyers, 1 fighter, 5 submarines and 1 transport; Remaining resources: 1 PUs; 0 techTokens; Politics - Americans Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians Combat Move - Americans 3 submarines moved from 26 Sea Zone to 6 Sea Zone Combat - AmericansCombat Hit Differential Summary :
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submerge or fight
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Fight round 1
Can’t give you instructions on different possibilities because I’ve been playing Classic and you may not need them anyway
I’ll check back -
TripleA Manual Gamesave Post: Americans round 4
TripleA Manual Gamesave Post for game: UHD World War II Global
Game History
Round: 4 Research Technology - Americans Americans spend 10 on tech rolls Americans roll 2,6 and gets 1 hit Americans removing all Technology Tokens after successful research. Americans discover Heavy Bomber Activate Technology - Americans Americans activating Heavy Bomber Purchase Units - Americans Americans buy 2 destroyers, 1 fighter, 5 submarines and 1 transport; Remaining resources: 1 PUs; 0 techTokens; Politics - Americans Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians Combat Move - Americans 3 submarines moved from 26 Sea Zone to 6 Sea Zone Combat - Americans Japanese scrambles 3 units out of Japan to defend against the attack in 6 Sea Zone Battle in 6 Sea Zone Americans attack with 3 submarines Japanese defend with 1 carrier, 3 fighters, 1 submarine and 1 transport Americans roll dice for 3 submarines in 6 Sea Zone, round 2 : 1/3 hits, 1.00 expected hits Units damaged: 1 carrier owned by the Japanese Japanese roll dice for 1 submarine in 6 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 submarine owned by the Americans lost in 6 Sea ZoneCombat Hit Differential Summary :
Americans regular : 0.00 Japanese regular : 0.50 -
one hit each round 1, submerge or fight?
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Hit carrier, sub keeps fightin’
Now I can wrap my head around it a little better.
Sub never submerges, and take it nextAnd no I never considered a sub only attack
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TripleA Manual Gamesave Post: Americans round 4
TripleA Manual Gamesave Post for game: UHD World War II Global
Game History
Round: 4 Research Technology - Americans Americans spend 10 on tech rolls Americans roll 2,6 and gets 1 hit Americans removing all Technology Tokens after successful research. Americans discover Heavy Bomber Activate Technology - Americans Americans activating Heavy Bomber Purchase Units - Americans Americans buy 2 destroyers, 1 fighter, 5 submarines and 1 transport; Remaining resources: 1 PUs; 0 techTokens; Politics - Americans Trigger Americans Friendly With Mongolians activates a trigger called: Trigger Allies Friendly With Mongolians Combat Move - Americans 3 submarines moved from 26 Sea Zone to 6 Sea Zone Combat - Americans Japanese scrambles 3 units out of Japan to defend against the attack in 6 Sea Zone Battle in 6 Sea Zone Americans attack with 3 submarines Japanese defend with 1 carrier, 3 fighters, 1 submarine and 1 transport Americans roll dice for 3 submarines in 6 Sea Zone, round 2 : 1/3 hits, 1.00 expected hits Units damaged: 1 carrier owned by the Japanese Japanese roll dice for 1 submarine in 6 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 2 : 1/1 hits, 0.33 expected hits 1 submarine owned by the Americans lost in 6 Sea Zone Americans roll dice for 2 submarines in 6 Sea Zone, round 3 : 0/2 hits, 0.67 expected hits Japanese roll dice for 1 submarine in 6 Sea Zone, round 3 : 0/1 hits, 0.17 expected hits Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 3 : 0/1 hits, 0.33 expected hits Americans roll dice for 2 submarines in 6 Sea Zone, round 4 : 1/2 hits, 0.67 expected hits Japanese roll dice for 1 submarine in 6 Sea Zone, round 4 : 0/1 hits, 0.17 expected hits 1 submarine owned by the Japanese lost in 6 Sea Zone Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 4 : 1/1 hits, 0.33 expected hits 1 submarine owned by the Americans lost in 6 Sea Zone Americans roll dice for 1 submarine in 6 Sea Zone, round 5 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 carrier and 1 transport in 6 Sea Zone, round 5 : 0/1 hits, 0.33 expected hits Americans roll dice for 1 submarine in 6 Sea Zone, round 6 : 1/1 hits, 0.33 expected hits 1 carrier owned by the Japanese lost in 6 Sea Zone Japanese roll dice for 1 transport in 6 Sea Zone, round 6 : 0/0 hits, 0.00 expected hits Americans roll dice for 1 submarine in 6 Sea Zone, round 7 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 transport in 6 Sea Zone, round 7 : 0/0 hits, 0.00 expected hits Americans roll dice for 1 submarine in 6 Sea Zone, round 8 : 1/1 hits, 0.33 expected hits 1 transport owned by the Japanese lost in 6 Sea Zone Japanese and Americans reach a stalemate . Battle score for attacker is 17 Casualties for Americans: 2 submarines Casualties for Japanese: 1 carrier, 1 submarine and 1 transport Moving scrambled unit from 6 Sea Zone back to originating territory: Japan Moving scrambled unit from 6 Sea Zone back to originating territory: Japan Moving scrambled unit from 6 Sea Zone back to originating territory: Japan Non Combat Move - AmericansCombat Hit Differential Summary :
Americans regular : 0.33 Japanese regular : 0.17





